Phi
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SteamID64 76561198039117675
SteamID3 [U:1:78851947]
SteamID32 STEAM_0:1:39425973
Country United Kingdom
Signed Up February 22, 2013
Last Posted February 19, 2020 at 12:23 PM
Posts 427 (0.1 per day)
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#18 ESEA S21 Playoffs: RONIN vs. Street Hoops eSports in Matches

I made sunshine - but dang, teams should be able to pick/ban maps like CSGO or something. This weird random layout never satisfies as much as it feels like it could with ban-pick-ban-pick-random or something. Metal and Sunshine are probably two of the most wildcard maps in the pool.

posted about 8 years ago
#127 cp_reckoner (5CP) in Map Discussion

So, Beta 2 is about ready to be released - just wanted to call out one more time for ANY and ALL feedback that has not been mentioned in this thread so far. Don't want to release a version then upset people that their opinions and problems have not been addressed - if you have things to say about this map, and have not put them in this thread, NOW IS THE TIME.

Thank you. Look forward to B2.

posted about 8 years ago
#125 cp_reckoner (5CP) in Map Discussion

Cheers, thanks for the feedback! Anyone else, don't feel bad about only doing little detail or little technical bits of feedback, anything helps. Already have implemented a few changes for B2, just waiting for a little more gameplay feedback to finish + release it. Don't wanna rush!

posted about 8 years ago
#7 Where is this cast from? in Off Topic

yup Mearlite's got it spot on

I'm more taken aback by how someone could pinpoint exactly where that clip is, wild as hell

posted about 8 years ago
#41 TF2 update for 3/24/16 in TF2 General Discussion
DroidsterI'm loving this stream list... but why lakeside!

maybe it's a placeholder, who knows

posted about 8 years ago
#20 TF2 update for 3/24/16 in TF2 General Discussion

They removed viaduct...... does this mean they might be CHANGING it to reflect the pro version closer???

posted about 8 years ago
#14 Loss of fps in matchmaking in TF2 General Discussion
patysMy fps literally went down after each game. 1st game in today's matchmaking was gully for me, I had consistent ~50fps. Then I hopped into another game and it dropped to 40fps (on process). Afterwards, 3rd game on gully AGAIN and I had 27-30fps. what the heck.

This exact same thing is happening to me, if even more so. About 4 games in I had like 10fps. Wouldn't put it beyond tf2's dev crew to have some sort of memory leak in there by accident, especially considering restarting tf2 gets the frames back to normal for a game.

posted about 8 years ago
#33 TF2 update #2 for 3/18/16 (3/19/16 UTC) in TF2 General Discussion

is anyone else's FPS just absolutely tanking itself when playing multiple games in succession? starting at my normal 60 fps... an hour later i'm at 20, an hour later i'm at 10... is there some sort of memory leak??

posted about 8 years ago
#15 TF2 update for 3/17/16 (3/18/16 UTC) in TF2 General Discussion
PumSnivyDougPhinew UI elements??? looks SICK

http://images.akamai.steamusercontent.com/ugc/294230565711509960/D69F2DA7DCC090CA81DBE358E17ED1DCA92535FA/
What are the two circles above the clock?

I believe that they're for the rounds that you win

Could this mean they are really going for BO3 in MM as a final idea?

dunno - but there's at least room for 5 on each side, might just be placeholder until MM goes public?

posted about 8 years ago
#12 TF2 update for 3/17/16 (3/18/16 UTC) in TF2 General Discussion
DougWhat are the two circles above the clock?

round counters, they light up if you win a round

posted about 8 years ago
#8 TF2 update for 3/17/16 (3/18/16 UTC) in TF2 General Discussion

new UI elements??? looks SICK

http://images.akamai.steamusercontent.com/ugc/294230565711509960/D69F2DA7DCC090CA81DBE358E17ED1DCA92535FA/

posted about 8 years ago
#7 Koth_Arctic/Warmtic (Updating) in Map Discussion

minor note, filename is spelled wrong, it's warmtic not warctic

the sightlines on the map feel a little better but there's still really easy lines to deny people trying to push onto the point where it's near impossible to bomb the sniper because of how protected they are, or how far back in friendly territory they are

Show Content

http://i.imgur.com/H0JTabi.jpg

^ easy way to deny anyone trying to hold forward on the point

http://i.imgur.com/32A3hhW.jpg

^ easy spot to deny anyone trying to hold behind crate/near that pack

now i haven't played this map on a team personally but i have watched a lot of matches - it's a really hard map to forward hold, and there aren't very many places to stand when you're actually holding the point. a lot of the time i just saw teams hold the main ground and it was a constant boring battle of spam the whole game.

viaduct is fun because there's so many options and hold positions that don't result in your team getting completely destroyed if they try it. this map just feels like there's no options, and if you want to try options you're always open to wild sniper lines. there's like one or two places to hold and they're tight, and result in you taking tons of spam.

due to how the map's designed there's pretty much only one line of spam over the point. viaduct has a very open mid with tons of different choices and approaches, results in a more spread out field of spam instead of a single line of it.

i'd advise talking to the HL community and listening to how they felt when it was played in UGC.. i would also advise watching matches. lots of them are pretty evident on why the map plays and feels kinda boring.

posted about 8 years ago
#108 cp_reckoner (5CP) in Map Discussion
liasIt looks SO much like de_season (which isn't a bad thing)
Show Content

Hell yeah. de_season is the SHIT. If you couldn't tell I did take inspiration from its aesthetic. Love it.

posted about 8 years ago
#105 cp_reckoner (5CP) in Map Discussion

Updated to b1a. Fixed the fences on second being invisible.

Edited all previous b1 downloads, but here it is too: http://tf2maps.net/downloads/reckoner.974/download?version=2547

posted about 8 years ago
#101 cp_reckoner (5CP) in Map Discussion

So there's a bug where a texture in fences on 2nd is invisible because of the way I compiled - I'm on it, fixing it very soon. Compiling a b1a where the fences are fixed. Will be about 10 min.

posted about 8 years ago
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